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A Great Experiment

First post
Author
CCP Falcon
#61 - 2012-11-16 20:27:20 UTC
I've cleaned a bunch of posts from this thread for trolling.

Keep it civil please guys Smile

CCP Falcon || EVE Universe Community Manager || @CCP_Falcon

Happy Birthday To FAWLTY7! <3

La Nariz
Aliastra
Gallente Federation
#62 - 2012-11-16 20:41:50 UTC
Wouldn't work, the EVE economy is dependent on conflict happening. Without things being broken there is no reason for anyone to buy more than a few of any item so demand becomes basically zero. Everyone but mission/incursion runners would suffer because mission/incursion runners can exist in their own little bubble. Mission runners and incursion runners shouldn't be insulated as they are now though, reduce mission/incursion bounties significantly and increase LP gain to compensate.

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Sarah Schneider
Native Freshfood
Minmatar Republic
#63 - 2012-11-16 21:10:35 UTC
Dar Manic wrote:
Sarah Schneider wrote:

Nope, if that was the case, "balance" will never be achieved before the major loss of subs. Eve is unlike other MMOs where everything is seeded and 'gears' drops are like peanuts and when you die you're magically reappear somewhere with all your clothes and shiny stuff intact.

Removing pvp will be detrimental to the flow of economy, huge amount of modules, ships and other things were imported, still and will be imported from hisec to different areas of the game. There is just not enough losses in hisec to compensate for this. The circulation is the way it is right now and unlike other MMOs solely because when you lose something in Eve, you lose it forever, there are no magic unicorns there that'll give you your stuff back. This is what makes production and consumption rate the way it is now. This is a sandbox, you kill pvp, you kill the game.

There is also a main difference between pve-ers/hiseccers/carebears or w/e to nullsec/wh/lowsec inhabitants. If you remove all the industrialists in hisec, null/wh/lowsec players will come and replace them and do the production instead. So regardless; the cycle keeps running. How about the other way around? If you remove the pvpers, tell me this, honestly, will the hiseccers/carebears start shooting each other up? I'm pretty sure they won't, they're most likely just gonna quit the game, with the most likely cause that the economy will stop running due to influx of supply and not enough losses to compensate for players to keep doing production, mining will die because heck, no one's going to be building anything.


TL;DR stealth meaning:

only Null sex players matter. Eve doesn't need anyone else.

Erm no.. and don't twist my words please. Eve needs both, in terms of profession and roles, both people who build the stuff and people who destroys the stuff so people who built them can keep building. Supply and demand. My first point about removal of pvp refers to them as roles, the people who's keeping demand high. Eve can't do without any of them removed, no pvp, major decrease in demand, no builders, major decrease in supply, in both cases the economy will collapse; Eve as a sandbox game that highly depends on this cycle, will, die.

It doesn't matter who's doing the parts, while it's mostly done by hiseccers; many nullsec/wh/lowsec players also does production in hisec. Manufacture and industry is an opportunity with non ship-to-ship combat involvement. While not all people are capable or willing to do it, if circumstances forces them to, or when the opportunity and profit is high enough to warrant pvper (even those who has never done it before) to start doing so, they will do it. The difference is that hiseccers, or more specifically 'carebears', in by definition are those who avoids pvp at all cost, might not do pvp if the situation are reversed (pvpers suddenly doesn't exist). Some people might and good for them, but since we're talking about carebears (as in people who "refuses" to do pvp), they probably won't.

So no, neither is more important more than the other, role wise; and neither matters more than the other. But the truth remains, without pvp, Eve will stop spinning.

"I'd rather have other players get shot by other players than not interacting with others" -CCP Soundwave

Jame Jarl Retief
Deep Core Mining Inc.
Caldari State
#64 - 2012-11-16 23:16:35 UTC  |  Edited by: Jame Jarl Retief
Dave stark wrote:


before you even go any further; the reason for that is most other mmos are based around pve activity being the bread and butter of the product.
that generally isn't so with eve.


Not always. I gave Darkfall as the primary example. That game has even less PvE than EVE. It's pretty much all PvP. There aren't even that many places where NPCs spawn at all. It's a PvP game. And yet, it is considerably easier to die in it than in EVE, in PvE. Combat is much more player-centric: you attack and dodge in real time. If an enemy approaches you and swings and you don't dodge or block, you take a hit. Repeat a few times, and you die. Dodging projectiles and spells, etc., etc. It's a lot more challenging than EVE. And there's certainly no such thing as AFK farming, unlike in EVE.

Quote:
your comparison to other mmo mobs running for help, or patrols etc. that's just the player being ******** rather than other game's pve being "harder" or anything. letting a mob run for help instead of using a snare, or an execute ability is like not shooting the scrambling rats first and then getting popped because you couldn't warp out.


Well, sometimes you can't stop them from running. You could be rooted yourself (in WoW, Razormanes and Furbolg shamans that do this), or your ranged attack could miss, or be on cooldown, or you have no rage to execute. What have you. Lots of reasons why a runner could succeed. In EVE, there's really no such thing. If you slap a Webifier on someone, they stay webbed until they get out of range or you run out of cap or you switch it off. There's no "counter" in EVE, you can't dispel it or trinket out of it or pop an immunity or anything of that nature. This makes EVE combat (both PvE and PvP) very primitive and binary in nature.

Quote:
it demonstrates a significant difference in attitudes. in eve when you die, you lose everything so people give a damn when they engage an enemy and will spend that extra 5 mins reading up on the more intricate parts of the game because 5 mins reading, is better than trying to replace a ship they lost because they didn't spend that extra 5 mins.
conversely in other mmo games your death is slight gear degradation that can be remedied by clicking "repair" at a vendor in town. hence people just don't give a **** about the intricacies of the game.


Umm, you don't lose everything in EVE when you die. You lose only what you're flying. You don't even lose your implants and whatnot in PvE. Compare that to Darkfall or Mortal, where if you die everything you have drops. The only exception are items you put in the bank. And unlike EVE stations, banks are very few and very far apart - usually only at major city and your guilt town if you build one there. In other words, the likelihood of literally losing everything in PvE exists in that game, but I really haven't heard of it happening in EVE.

Further, consider this EVE adage: fly only what you can afford to lose. Assume everyone follows it. I know I do. So what does a loss of a ship REALLY mean? Nothing! It's an affordable loss! lol That's what I don't get about people claiming EVE is so hard. Not to mention you get a nice chunk of change back if your ship is insured. Unlike in those other games, where there is no insurance. In vanilla WoW it was ENTIRELY possible to go completely broke in PvE. I had nights of failed raiding where my warrior ended up with broken gear and weapos and 20+ gold repair bill. Back then, 20 gold would take a week or more to farm. It was a very palpable loss for just a few hours of PvE.

Quote:
when your playerbase are ones that don't care about the intricacies, and when those intricacies are costing you subscriptions you're forced to dumb down the game. thankfully most of the players in eve play it for the intricacies and love the game for it so ccp keep putting them in. sure it's going to force away the hordes of mindless players that wow feeds on like some kind of leech but hey, let wow keep them.


What's dumbing down have to do with it? I'm suggesting CCP make PvE considerably harder. An order of magnitude harder. And much more player-skill based. How is that in any way, shape or form dumbing down the game? Further, I'm suggesting if such move was made, PvP would no longer be required to drive the economy, there would be sufficient losses in PvE alone to drive the economy, and PvP would just be icing on the cake.

Quote:
i honestly hope ccp stick to a small quality playerbase, than try and cater to every one to bring in as much cash as possible. i loved warcraft when it first came out however now it's a shadow of it's former self and i'm embarrassed by what it has become.


I know what you mean about WoW. Vanilla was magical, but then it got worse and worse with each passing year. However, there's some severe flaws with having a small player base, quality or otherwise.

The main issue is that this is unstable. When you have 10 million subscibers, you can lose a million and hardly even feel it. But in EVE, losing 100k subscibers, for whatever reason, even temporarily, could be death for the game. There's very small margin for error here.

Also, I'm not sure about the quality. That is to say, I've interacted with EVE players that were borderline braindead. And I've had the privilege to be part of guilds in WoW that were absolute gems, comparable to good corps in EVE. People are people. Some are good, some not so much.

Also, while I'm all for complexity, there's such a thing as unnecessary complexity. Complexity that doesn't improve quality of the game. Just complexity for complexity's sake. This is actually a design flaw in my book.
Ioci
Bad Girl Posse
#65 - 2012-11-16 23:32:34 UTC
Care Bear EVE would work.

It can't be done the way you are suggesting. Someone will throw a wrench in the plan.If the mechanics forced it, the system could be made to work using a flagged PvP system but I think the real question is, how much demand is there?

If CCP said We are making EVE II with flagged PvP how popular would it be? Would I quit and start again to go play carebear EVE? I doubt it.

R.I.P. Vile Rat

Stegas Tyrano
Center for Advanced Studies
Gallente Federation
#66 - 2012-11-17 00:34:14 UTC
Too much ying not enough yang?

It would be nice if we could build a monument, something like a Dyson Sphere around Jita's sun.

Or even just letting players buy and run their own stations (obviously with concord restrictions i.e. no restricting people from entering, no stupid names) for insane amounts of ISK.

Herping your derp since 19Potato - [url=https://forums.eveonline.com/default.aspx?g=posts&m=2403364][Proposal] - Ingame Visual Adverts[/url]

Angeal MacNova
Holefood Inc.
Warriors of the Blood God
#67 - 2012-11-17 02:20:54 UTC
Sarah Schneider wrote:
Dar Manic wrote:
Sarah Schneider wrote:

Nope, if that was the case, "balance" will never be achieved before the major loss of subs. Eve is unlike other MMOs where everything is seeded and 'gears' drops are like peanuts and when you die you're magically reappear somewhere with all your clothes and shiny stuff intact.

Removing pvp will be detrimental to the flow of economy, huge amount of modules, ships and other things were imported, still and will be imported from hisec to different areas of the game. There is just not enough losses in hisec to compensate for this. The circulation is the way it is right now and unlike other MMOs solely because when you lose something in Eve, you lose it forever, there are no magic unicorns there that'll give you your stuff back. This is what makes production and consumption rate the way it is now. This is a sandbox, you kill pvp, you kill the game.

There is also a main difference between pve-ers/hiseccers/carebears or w/e to nullsec/wh/lowsec inhabitants. If you remove all the industrialists in hisec, null/wh/lowsec players will come and replace them and do the production instead. So regardless; the cycle keeps running. How about the other way around? If you remove the pvpers, tell me this, honestly, will the hiseccers/carebears start shooting each other up? I'm pretty sure they won't, they're most likely just gonna quit the game, with the most likely cause that the economy will stop running due to influx of supply and not enough losses to compensate for players to keep doing production, mining will die because heck, no one's going to be building anything.


TL;DR stealth meaning:

only Null sex players matter. Eve doesn't need anyone else.

Erm no.. and don't twist my words please. Eve needs both, in terms of profession and roles, both people who build the stuff and people who destroys the stuff so people who built them can keep building. Supply and demand. My first point about removal of pvp refers to them as roles, the people who's keeping demand high. Eve can't do without any of them removed, no pvp, major decrease in demand, no builders, major decrease in supply, in both cases the economy will collapse; Eve as a sandbox game that highly depends on this cycle, will, die.

It doesn't matter who's doing the parts, while it's mostly done by hiseccers; many nullsec/wh/lowsec players also does production in hisec. Manufacture and industry is an opportunity with non ship-to-ship combat involvement. While not all people are capable or willing to do it, if circumstances forces them to, or when the opportunity and profit is high enough to warrant pvper (even those who has never done it before) to start doing so, they will do it. The difference is that hiseccers, or more specifically 'carebears', in by definition are those who avoids pvp at all cost, might not do pvp if the situation are reversed (pvpers suddenly doesn't exist). Some people might and good for them, but since we're talking about carebears (as in people who "refuses" to do pvp), they probably won't.

So no, neither is more important more than the other, role wise; and neither matters more than the other. But the truth remains, without pvp, Eve will stop spinning.


Oh so pvp'ers and miners wouldn't convert to the activities involving killing npc's if people couldn't shoot each other but pvp'ers would switch to mining if the current miners unsub'ed? Seriously, get real.

People will do what makes them isk. They will then use that isk to do the things that interest them. It's as simple as that. If what interest someone is pvp, they will spend the isk to buy the gear to go and pvp. If what interests someone is making more isk, they will use the isk they have in the best way they know how to make even more and at a faster rate.

If people didn't kill each other, gear would devalue with the drop in demand. Indies would shift their focus to other ways of earning isk. For many, the new hot spot for isk would then be the pve content involving killing npc's. It would all shift and readjust.

People need to stop being alarmists. They think everything is so fragile. Nature, the economy, the balance of MMO's. It really is not fragile. Especially the MMO's. They are directly controlled and those in control can make as drastic as a change as necessary to fix things.

http://www.projectvaulderie.com/goodnight-sweet-prince/

http://www.projectvaulderie.com/the-untold-story/

CCP's true, butthurt, colors.

Because those who can't do themselves keep others from doing too.